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Comments for Siege Knight

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Krolan gave a good way to solve the last level.
I used a slightly different one :
I maxed the Archer Skill Tree.
Every time I shoot at strong enemies, I quickly use Cannon-Shotgun-Arrows (with hotkeys they are almost simultanously fired). => 2 shots like that and dragons/elementals are down ! This is slightly quicker than using the fire and ice spell, plus it doesn't use mana.
On the ground, I use things almost like Krolan : 4 lines of spikes (maxed) then 1 line of barricades (maxed) and finally 3 lines of archers (maxed).

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In "the last showdown" Wave 5 you really start to think after awhile "Will it ever end?" I think the Level ist pretty cruel, despite that I finished it on first try.
For anyone having trouble: I went with fully upgraded Archers in the first 3 rows to the right, shielded them with one row fully upgraded walls, and the 4 rows on the left I plastered with fully upgraded Spikes. I used the Mage Skill Tree for the most part. Don't forget that fire- and iceball are cheap and do tripple damage if the target is frozen/burning (Iceball for burning, Fireball for frozen). So switching back and forth will allow you to kill Dragons with 3 Magic Balls (fire-ice-fire). This applies to fully upgraded Magic-Tree :).

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Fun, though the field of vision needs to extend past the firing range. Either that or coins need to pick themselves up. I can not begin to count the number of coins I could not get, because they went off screen.

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Great game! Fun to play with good looking animation!
I only have 2 big complaints: 1) We need a way to see our barricades'/soldiers' health. The only thing we have now is the barricade looks a little different, but even that doesn't work perfectly as healing the barricade won't "fix" the image. 2) Switching between traps and weapons is a little clunky right now. During a wave, I would like some way to set it to automatically switch back to weapon when I put down a trap.
2 minor things: 1) The tabs are bugged at the beginning of a round if you press send immediately instead of "play". 2) Having a different cross hair for each weapon would be nice.
Even with these^ I'm still ranking 5/5. It's a great game :)

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fun game. However few things. should have a end boss to kill, a better win end of game cut scene and a coin magnet upgrade ability. I see lots of room for improvement but I liked it.

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Whew! A fun game, but some parts were annoying.
Meta comments--
*Change the hotkeys, there must be twoscore comments about them. Instead of "tab" to switch between two sets of units, put the traps on one row and the weapons on another so that you can pick any of them with just one keystroke (so bow on "1," shotgun on "2," spike trap on "q," barricade on "w," etc).
*Add an upgrade/trap/-something- that picks up coins.
*Add a Final Boss. The last wave is kind of a letdown-- you build up your defences, you face hordes of enemies, dragons and orcs start pouring into the battle in a steady stream... And that's it. If I can handle one batch of two orcs and a dragon, I can handle fifteen. You need a capstone boss of some kind.
*Do more with stars. List the requirements for each rank, put in some kind of a special shop (or secret levels unlocks). Heck, maybe make three "inside the portal" levels unlocked with stars and put the Final Boss on the last portal level.

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Nice game, but I think it lacks of a Final boss and and ending message.. I mean ok, I complete all the levels and then...nothing.
However is a good game and the music is sooooo good, 3/5 for me.

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Could you possibly reduce the number of coins that each enemy drops while still keeping the same value? Or just remove the coin's and add it to your stash because the sheer amount of coins on screen drastically slows my computer down.

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I like this game, but I have one complaint - the money doesn't roll over to the next level. So, what's the point of picking up the coin on the last wave of each level? Maybe I'm missing something.

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Fun game, had a good time playing it, worth a good 4/5.
As for the strategy for the last two levels, what Krolan said work nicely, I was doing pretty much the same thing at first except placing knights instead of walls, but I would say that it work better with walls, the knights dies way to fast and it is a pain to try to heal or replace them in the middle of the fight.
I would only add a little thing for the “fire daemons”, since they are moving fast and destroying the walls rather quickly when they get to them, you need to slow them down with the ice spell as soon as you see them come out (even if that mean to stop attacking the dragons for a moment) followed by a fire spell to reduce their health a bit if possible, after that your spikes and archers should have no problem killing them before they can hit your walls or do too much damage to them while you get back at killing the dragons with the fire-ice-fire spells combination.

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Switch between the shotgun and the cannon with the number keys while firing and you can put out a massive amount of damage. I've done well using spikes to kill the low-level enemies and this to kill everything big, along with a row of knights at my castle who don't do much.

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i liked the game, but what is the point of getting the stars? is there any reward for not just passing the level? otherwise those stars are less interesting than one might think.

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There's a memory leak in here -- slowed down over the course of a session. Check your dereferencing of enemies and coins and make sure you disconnect them from all listeners when they die. If you haven't already, allocate reusable objects for the player's shots ahead of time instead of actively generating them as needed.

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Game comments:
Knights are... pretty pathetic. Walls have much better defenses, and the damage from a knight just isn't enough to compensate for them costing five times as much. Especially when they die too quickly to deal much damage. Maybe give the knights a "shield" that blocks attacks randomly, or let them attack through walls, or something.
Poison arrows don't do much. Archers are sweet, no question. But the poison doesn't really work as a "capstone of awesome" in the way that, say, Lightning does. Maybe give them access to the Champion's bow upgrades or exploding arrowheads or piercing shots or something.
Know what would be awesome for the Sorcerer tree? A "rapid casting" skill that reduces the time to fire spells. I'd sink points into that ASAP.

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For the last level, I have another method of beating it. Fully upgraded archer skill tree, lightning, mana regen, and ice tower from mage, and spikes + health and regen for barricade. Fill the right three with archers, then ice tower, spikes, ice, ice, spikes. Anytime you see a dragon, shoot a cannonball, lightning, cannon. The ice towers + archers afford enough time to for some more cannonballs into the crowd, and any extra lightnings you have. This got me through with 3 stars on my first try.

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Nice game. Rather difficult to complete the last two challenges unharmed without th right strategy. The right one, as I learned from my Konging friends, is to have 4 lines of spikes, one of barricades and three of archers , all maxed and to use the cannon, shotgun and arrows combo in quick succession, i.e (3,2,1 -3,2,1 etc) on the big monsters.

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headshots should have a higher crit rate.say your using the arrow and you have 2 points in bow crit,your crit chance is 4%.but if you hit their head,it could be something such as 6%.just a suggestion

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Nice game. My only problem with it was that if you healed a damaged baricade, it didn't go back to looking like new, it stayed cracked. Made it really hard to tell when i needed to heal them

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very anti climatic towards the end... No in-game achievments, no Kong achievments (yet...hopefully), no epic boss battle... Still a great game, don't get me worng, just a little lack luster imo 4/5

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Game is on the slow side. I would have liked a more elaborate and less predetermined upgrade system. For example a reload upgrade for the weapons. It´s well executed, but it lack originality. I give it 3 out of 5.